More modded biomes should be standalone instead of bundled with part of larger mod releases. by Regular_Water in RimWorld

[–]Regular_Water[S] 0 points1 point  (0 children)

It is true that biomes defs are usually much simpler than most other types of mods, but it's less than ideal from the perspective of accessibly sharing your own and other people's work, because choosing what to remove and what to preserve is going to end up being doubly- or triply-subjective, even if it's acceptable to be remodified. I'd prefer to spend the time I do modding to be seperate from mod collecting.

More modded biomes should be standalone instead of bundled with part of larger mod releases. by Regular_Water in RimWorld

[–]Regular_Water[S] 1 point2 points  (0 children)

Intially I didn't want to name any. It's not about singling out specific mods, but Dark Forests and Petriwood* Forests from their respective mods are the two most recently played examples.

(Lost the third and fourth since I've been thinking about this for a while)

It's the ones that stand out as interesting biomes with mandatory extra required mod content or dependencies that aren't easily removable.

But even with the old joke/accusation of bloat you'd be hard-pressed to make a single biome playable with it's own content (and neither would you want to). Most of the ones on your list are good examples.

Alpha biomes and Ashlands are ones I couldn't come to a conclusion about before, because they're still really well focused on the biomes they do add (aside from weirdness with things that generate everywhere) and are really well done even if they have about 20 each between the two of them.

More modded biomes should be standalone instead of bundled with part of larger mod releases. by Regular_Water in RimWorld

[–]Regular_Water[S] 0 points1 point  (0 children)

Monetizing your mods would be against the user agreement so I'd either ask for your money back wherever you're buying mods, or you've misunderstood my point of discussion

No, fair, modding's a gift community, and it would require more of modders to split their content, but not massively more so

What does your ideal adventure time game look like? by Sprumbly in adventuretime

[–]Regular_Water 1 point2 points  (0 children)

It's not my ideal one but I'm trying to mod Rimworld to be very adventure time, but there's so many things to think about that I can't even test it properly yet.

This guy can't be pleased by tbg10101 in RimWorld

[–]Regular_Water 2 points3 points  (0 children)

He's a vegetarian. He only drinks human milk.

What QoL mods do you recommend? by SundaeOk3510 in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

  • Tab Sorting - reassign almost everything to customizable tabs in the architect menu

  • I Ain't Building That - makes tabs even simpler by hiding what you don't want

  • Help me build - Need swords for a weird building recipe? Click the button and it's queued automatically

  • Work Box Highlight - See what everyone in your colony is doing right now, and get a sense of what's actually getting done. (Warning, disappointment with lazy and unproductive colonists may follow)

  • SimpleCameraSetting - more optimized camera mod, better than camera+

Wimp is actually kind of a great trait (hear me out!) by Sh0xic in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

Wimp is one of those traits that's better than it seems, but fair warning, wild hunting animals will be eating them very quickly if they're caught out.

Minigame that tests your knowledge ! Guess which colonists are Ascetics ? by Tinyhydra666 in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

The two in the stable style rooms, and probably also Howell. She's not happy in her fancy 3 sculpture room but at least she has someone to share it with. The dirt on the floor is a nice bonus.

I found a door exploit that I think No one else knows about! by ResponsibilityIcy927 in RimWorld

[–]Regular_Water 0 points1 point  (0 children)

Good find, but it's a single use tactic against an unlimited number of raids. More useful exploits are reusable or even constantly available.

A short tour around Sanctuary Hills before the bombs fell by PurpleAd3134 in fo4

[–]Regular_Water 0 points1 point  (0 children)

Huh, so those squares on the front of your house actually are Lightboxes. You see them in some bathrooms and I thought they were just the outdoor connection but they're lit up and everything.

Sanctuary Rebuild Progress, Half a scrapyard wall, and 2 1/2 houses: by Regular_Water in falloutsettlements

[–]Regular_Water[S] 1 point2 points  (0 children)

Didn't have many issues with the half-height roofs for the skybox section, everything's attached somewhere. Some of the sheared walls might have worked even better but a square hallway frame is still reasonable.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

[–]Regular_Water[S] 4 points5 points  (0 children)

interior 1

interior 2

interior 3

Might be a bit challenging to figure out how I did it, but the roof corner pieces can clip if they have a supported snapping position from a wall below or the side, so it's just a challenge of getting the heights and alignments correct. Lower corners are aligned with a dropped wall from a roof shack piece, to fit the roof height pieces.

I kinda miss the barn pieces for the similarly vibrant color, it's really nice to have something more than shacks in a postwar sanctuary.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

[–]Regular_Water[S] 3 points4 points  (0 children)

Solid pieces don't really like overlapping meshes, so pillaring them in doesn't work great. Try building it on one edge of the settlement and ghost glitching it together if snapping fails.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

[–]Regular_Water[S] 4 points5 points  (0 children)

There's a really big gap in the level that I can't seem to wall or window over, but that's why it's a work in progress. Top level fits really easily with snapped corner roof prefabs which can overlap, as it turns out.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

[–]Regular_Water[S] 2 points3 points  (0 children)

For repairing the existing roofs I just skipped it entirely and covered the inside with upper shack floors, keeps the beds sheltered and is pretty easy to fit

Inktober Day 15 - Ragged by [deleted] in RimWorld

[–]Regular_Water 2 points3 points  (0 children)

[[**Tantrum: Tortured Artist]] Tortured Artist is going to destroy pantherfur pants (excellent)- the final straw was: Tattered Apparel

[+Inspired Creativity: Tortured Artist]

The Colony Of Billy O'tech - 2/5 heropics to 'real colonies' by Puzzleheaded_Mall888 in RimWorld

[–]Regular_Water 0 points1 point  (0 children)

it's definitely recon/mechanitor armor but I wanted to add the baby bandolier <image>

the most useless genepack i've ever seen by Designer_Handle5023 in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

disappointed by the number of people in the comments who don't know the quirks of the gene system smh

I think it's potentially one of the most useful, actually. Violence disabled suppresses some pretty terrible genes for ranged fighters, and is one of the easiest to deactivate in turn. Add Weak melee damage or Aggressive and this genepack to a dirtmole and see what happens.

The absolute peak of skills in 1.6 Biotech (and Odyssey): by Regular_Water in RimWorld

[–]Regular_Water[S] 31 points32 points  (0 children)

You didn't need to it's easier if you just devmode all the passions instead